Map |
Situation after turn three |
I turn wildcard 6 into 4, and start in area 4 by advancing the infantry into the copse, from where they attack the Allied cavalry directly ahead of them. The three dice are increased for attacking from an adjacent hex after moving, and I roll 6, 5, 4 and 2. The enemy unit loses two bases, the surviving base falling back diagonally right, preferring to avoid the river.
In area 5 my cavalry charge the enemy cavalry straight ahead, rolling 6 and two 2s, causing the enemy unit to lose one of its two remaining bases.
If the AI can activate its left flank in its half-turn, I will probably be in big trouble |
In area 2 the forward infantry roll 4, entering the village of Columbeira, from where they fire at my artillery (a preferred target over infantry). The three dice are decreased for firing after moving, but they roll 5 and 1, eliminating my one-base unit. The rearward Allied infantry roll 2, advancing diagonally left. Sir Arthur Wellesley remains where he is, supporting three friendly units.
In area 4 the cavalry roll 2, charging my infantry in the copse. Their six dice are decreased for the defenders being in cover, but they roll 6, two 5s, 4 and 3, eliminating my unit.
The French cause is looking forlorn |
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